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General Tabletop Discussion
*Dungeons & Dragons
Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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<blockquote data-quote="Ratskinner" data-source="post: 6241182" data-attributes="member: 6688937"><p>I believe they were purchased by Hasbro and turned into the WotC that we have now.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Although, some of that survey information is very insightful, a decent portion is next to useless for designing a game, AFAICT. I mean look at the list of "Core Values":</p><p></p><p></p><ul> <li data-xf-list-type="ul">Strong Characters and Exciting Story - vaguely helpful</li> <li data-xf-list-type="ul">Role Playing - no kidding, what exactly is meant by this?</li> <li data-xf-list-type="ul">Complexity Increases over Time - good tip</li> <li data-xf-list-type="ul">Requires Strategic Thinking - also good</li> <li data-xf-list-type="ul">Competitive - against each other? us against the DM?</li> <li data-xf-list-type="ul">Add on sets/New versions available - seems to balk against other information we got from WotC of the time.</li> <li data-xf-list-type="ul">Uses imagination - truly uninspiring information</li> <li data-xf-list-type="ul">Mentally challenging - slightly more inspiring</li> </ul><p></p><p>So, of the 8 core values, 2 of them are concretely useful in designing the next version of the game. I'd say 3 or 4 more are possibly useful, depending on what additional details or clarification were available from the surveys. Honestly though, my role-playing game should include Role-playing, Imagination, and be Mentally challenging? That's like saying chickens have core values which include beaks, feathers, and eggs.</p><p></p><p>Now, there is some really good stuff in the text at the end of the article. Especially about most groups being composed of players from each of the various quadrants, and which groups tend to spawn designers and DMs.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6241182, member: 6688937"] I believe they were purchased by Hasbro and turned into the WotC that we have now.;) Although, some of that survey information is very insightful, a decent portion is next to useless for designing a game, AFAICT. I mean look at the list of "Core Values": [LIST] [*]Strong Characters and Exciting Story - vaguely helpful [*]Role Playing - no kidding, what exactly is meant by this? [*]Complexity Increases over Time - good tip [*]Requires Strategic Thinking - also good [*]Competitive - against each other? us against the DM? [*]Add on sets/New versions available - seems to balk against other information we got from WotC of the time. [*]Uses imagination - truly uninspiring information [*]Mentally challenging - slightly more inspiring [/LIST] So, of the 8 core values, 2 of them are concretely useful in designing the next version of the game. I'd say 3 or 4 more are possibly useful, depending on what additional details or clarification were available from the surveys. Honestly though, my role-playing game should include Role-playing, Imagination, and be Mentally challenging? That's like saying chickens have core values which include beaks, feathers, and eggs. Now, there is some really good stuff in the text at the end of the article. Especially about most groups being composed of players from each of the various quadrants, and which groups tend to spawn designers and DMs. [/QUOTE]
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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